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I have a generated voxel world which contains a lot of MeshInstances in a 3D grid. Each MeshInstance is 16x16x16 in size and is recomputed every time a change is made to them.

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I discovered that frustum culling was taking a lot of time, and increasing the step of the grid to 32x32x32 was better (8 times faster). However, I want to keep my meshes under 16x16x16 size because it's cheaper to update them, as 32x32x32 would involve too much latency.

So my question is:
How can I make Godot cull groups of 2x2x2 MeshInstances together instead?

in Engine by (29,042 points)

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